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<blockquote data-quote="Gaiden" data-source="post: 765476" data-attributes="member: 103"><p>IMO it can ruin the game if the DM doesn't roll some skills for the player. For example, if the DM asks you for an opposed roll for your sense motive and you are in a social interaction you can pretty much guess that something is amiss. There is always the option of the DM then asking for these rolls at random times, but this just wastes time. Even if your DM asks you to just roll a d20, you know something is happening.</p><p></p><p>You can try and avoid the metagaming by not acting like your character knows something is up (I will just concede that that is possible in the first place). However, even if you do it still changes the flow of the game because now you have to think from the metagame perspective.</p><p></p><p>I find it to be most fun when I play my PC how I would play him the whole time rather than taking a step back and pretending like I did not know something. Moreover, in this sense of gaming, it is actually possible to feel (I am talking about the player now) the emotions the chracter might. For example, my DM (in RttToEE) excellently pulled off a betrayal and I felt angry. If we had gone ahead and done opposed rolls I would have known there was something up even if my character didn't and would not have been able to enjoy (as ironic as that sounds) the experience of roleplaying the betrayed character. When I confronted our group's betrayer it was all the more intense because I felt the previous betrayal and was able to incorporate that into the PC's interactions.</p></blockquote><p></p>
[QUOTE="Gaiden, post: 765476, member: 103"] IMO it can ruin the game if the DM doesn't roll some skills for the player. For example, if the DM asks you for an opposed roll for your sense motive and you are in a social interaction you can pretty much guess that something is amiss. There is always the option of the DM then asking for these rolls at random times, but this just wastes time. Even if your DM asks you to just roll a d20, you know something is happening. You can try and avoid the metagaming by not acting like your character knows something is up (I will just concede that that is possible in the first place). However, even if you do it still changes the flow of the game because now you have to think from the metagame perspective. I find it to be most fun when I play my PC how I would play him the whole time rather than taking a step back and pretending like I did not know something. Moreover, in this sense of gaming, it is actually possible to feel (I am talking about the player now) the emotions the chracter might. For example, my DM (in RttToEE) excellently pulled off a betrayal and I felt angry. If we had gone ahead and done opposed rolls I would have known there was something up even if my character didn't and would not have been able to enjoy (as ironic as that sounds) the experience of roleplaying the betrayed character. When I confronted our group's betrayer it was all the more intense because I felt the previous betrayal and was able to incorporate that into the PC's interactions. [/QUOTE]
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